Written by Jon // Oracle, and first published on 2008-02-24
This is a suggestion for revised domains for R7. Please use the feedback forms to provide comments.
Cleric Domains The following domains replace those found on Chapter 11 of the Player’s Handbook for Athasian campaigns.
Worshippers: Magma, Silt Class Skill: Survival Weapon: Alak. Granted Power: You continually use pass without trace as the spell. This is a supernatural ability.
Broken Sands Domain Spells 1. Sand Pit: Excavates sand in a 10 ft./level wide and deep cone. 2. Curse of the Black Sands: Subject leaves black greasy footprints when crossing sand. 3. Sand Spray: Sprays sand or silt as an area attack. 4. Sand TrapM: You entrap an area of sand. 5. Sand Flow: You shift the location of sand dunes. 6. Blade Barrier: Blades encircling you deal 1d6 damage/level. 7. Glass Storm: Creates a whirlwind of broken glass. 8. Molten: Melt sand into glass, or rock into magma. 9. FissureM: Opens a volcanic fissure in natural stone.
Worshippers: Fire, Sun Class Skills: Spot Weapon: Atlatl. Granted Power: You cannot be dazzled or blinded by light effects, such as spells with the light descriptor. During the day, you gain a competence bonus on Spot checks equal to your cleric level.
Burning Eyes Domain Spells 1. Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like. 2. Clues of Ash: You receive a vision of an item’s destruction 3. Continual FlameM: Makes a permanent, heatless torch. 4. Fire Track: Fiery spark follows tracks. 5. True Seeing: See all things as they really are. 6. Find the Path: Shows most direct way to a location. 7. Watch Fire: Spies through campfires within range. 8. Confessor’s Flame: Uses threat of flame to extract confession. 9. Spirit of Flame: As watch fire, plus you can teleport or cast spells through flames.
Worshippers: Rain. Class Skill: Move Silently. Weapon: Garrote. Granted Power: You gain your cleric level in cold resistance.
Cold Malice Domain Spells 1. Chill Touch: Touch/level deals 1d6 damage and possibly 1 Str damage. 2. Chill Metal: Cold metal damages those who touch it. 3. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 4. Enervation: Subject gains 1d4 negative levels. 5. Cone of Cold: 1d6 cold damage/level. 6. Cerulean Hail: A hailstorm appears and does 3d8 damage and causes weak creatures to flee. 7. Freezing Sphere: Freezes water or deals cold damage. 8. Horrid Wilting: Deals 1d6 damage/level within 30 ft. 9. Energy Drain: Subject gains 2d4 negative levels.
Worshippers: Magma, Silt. Class Skill: Intimidate. Weapon: Impaler. Granted Power: When dealing with undead, You get a +4 bonus on interaction checks (such as Bluff, Diplomacy, Intimidate, and Sense Motive). You also gain a +4 bonus on turn or rebuke attempts against undead.
Dead Heart Domain Spells 1. Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 Str and +1 level. 2. Speak with Dead: Corpse answers one question/two levels. 3. Animate Dead: Creates undead skeletons and zombies. 4. Vampiric Touch: Touch deals 1d6/two caster levels; caster gains damage as hp. 5. Unliving IdentityMX: Turns a mindless animated undead into a thinking zombie, skeleton, or exoskeleton. 6. Gray Beckoning: Summons gray zombies 7. Finger of Death: Kills one subject. 8. Gray Rift: A hovering rift to the Gray bolsters undead. 9. Vampiric Youthfulness: Increase your lifespan at the expense of another’s.
Worshippers: Earth, Silt. Class Skill: Knowledge (dungeoneering). Weapon: Carrikal. Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Decaying Touch Domain Spells 1. Return to the Earth: Turns dead and undead bodies into dust. 2. Rusting Grasp: Your touch corrodes iron and alloys. 3. Contagion: Infects subject with chosen disease. 4. Acid Rain: Conjures an acidic shower. 5. Sands of TimeF: Reverses or accelerates aging of a nonliving object. 6. Disintegrate: Makes one creature or object vanish. 7. Destruction: Kills subject and destroys remains. 8. Power Word, Blind: Blinds 200 hp worth of creatures. 9. Time Stop: You act freely for 1d4+1 rounds.
Worshippers: Air, Sun, Water. Class Skill: Search. Weapon: Alhulak. Granted Power: You can use a turn attempt to dispel a figment or glamer. Make a caster level check against DC 11 + illusion’s caster level (as if you cast dispel magic). If you are successful, then the illusion is dispelled.
Desert Mirage Domain Spells 1. Entropic Shield: Ranged attacks against you suffer a 20% miss chance. 2. Glitterdust: Blinds creatures, outlines invisible creatures. 3. Curse of the Choking Sands: Victim’s touch turns water to dust. 4. Coat of MistsM: Coalesces a magical mist about the subject’s body. 5. Shining Sands: Affected sand reflects light, blinding foes. 6. Mislead: Turns you invisible and creates illusory double. 7. Prismatic Wall: Wall’s colors have array of effects. 8. Horrid Wilting: Deals 1d6 damage/level within 30 ft. 9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Worshippers: Rain, Water. Class Skill: Swim. Weapon: Net. Granted Power: You do not suffer armor check penalties and encumbrance penalties to Swim checks. Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead.
Drowning Despair Domain Spells 1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. 2. Surface Tension: Affected water acquires rubbery surface 3. Control Tides: Raises, lowers or parts bodies of water or silt. 4. Lungs of Water: Conjures water inside victim’s lungs. 5. Water Trap: Body of water becomes death trap. 6. Drown on Dry Land: Targets can only breathe water. 7. Whirlpool of Doom: You stir the ground into a whirlpool. 8. Flash Flood: Conjures a flood. 9. Storm of Vengeance: Storm rains acid, lightning, and hail.
Worshippers: Earth. Class Skill: Survival. Weapon: Bolas. Granted Power: You can use your Survival ability to assess your depth underground (DC 15). You gain your cleric level in acid resistance.
Earthen Embrace Domain Spells 1. Magic Stone: Three stones gain +1 attack, deal 1d6+1 damage. 2. Bear’s Endurance: Subject gains +4 Con for 1 min./level. 3. Secure Shelter: Creates sturdy cottage. 4. Wall of Stone: Creates a stone wall that can be shaped. 5. StoneskinM: Ignore 10 points of damage per attack. 6. Flesh to Stone: Turns subject creature into statue. 7. Whirlpool of Doom: You stir the ground into a whirlpool. 8. Iron Body: Your body becomes living iron. 9. Imprisonment: Entombs subject beneath the earth.
Worshippers: Fire, Sun. Class Skill: Intimidate. Weapon: Flail. Granted Power: You gain your cleric level in fire resistance.
Fiery Wrath Domain Spells 1. Burning Hands: 1d4 fire damage/level (max: 5d4). 2. Fire Trap: Opened object deals 1d4+1/level damage. 3. Flame Arrow: Arrows deal +1d6 fire damage 4. SunstrokeF: Ray attacks induce sunstroke. 5. Elemental Strike: Smites foes with divine energy (1d6/level). 6. Fire Seeds: Acorns and berries become grenades and bombs. 7. Flame Harvest: Creates a timed fire trap. 8. Sunburst: Blinds all creatures within 10ft., deals 6d6 damage. 9. Conflagration: Incinerates a living creature and animates its remains.
Worshippers: Earth. Class Skill: Search. Weapon: Maul. Granted Power: You gain the stonecunning ability (PH 15).
Forged Stone Domain Spells 1. Sandstone: Your touch packs sand into sandstone 2. Soften Earth and Stone: Turns stone to clay or dirt to sand or mud. 3. Stone Shape: Sculpts stone into any shape. 4. Spike Stones: Creatures in area take 1d8 damage, may be slowed. 5. Transmute Mud to Rock: Transforms two 10 ft. cubes/level. 6. Move Earth: Digs trenches and build hills. 7. Statue: Subject can become a statue at will. 8. Repel Metal or Stone: Pushes away metal and stone. 9. Legendary StonecraftX: Stretches time with respect to stonecraft labor.
Worshippers: Rain. Class Skill: Balance. Weapon: Small macahuitl. Granted Power: You get a +4 bonus to resist being bull rushed or tripped, and are treated as one size larger against wind effects (such as gust of wind).
Furious Storm Domain Spells 1. Gust of Wind: Blows away or knocks down smaller creatures. 2. Eye of the Storm: Protects 30 ft. radius from effects of storm for 1 hour/level. 3. Sleet Storm: Hampers vision and movement. 4. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across. 5. Control Winds: Change wind direction and speed. 6. Summon Tyr–StormF: Xxx. 7. Whirlwind: Cyclone inflicts damage and can pick up creatures. 8. Storm Legion: Transports willing creatures via a natural storm. 9. Storm of Vengeance: Storm rains acid, lightning and hail.
Worshippers: Air, Magma. Class Skill: Craft (alchemy). Weapon: Splashbow. Granted Power: You get a +4 bonus to Fortitude saves against poison.
Ill Winds Domain Spells 1. Channel Stench: Emit a vile cone of stench 2. Pyrotechnics: Turns fire into choking smoke. 3. Breeze Lore: Gives you temporary scent ability. 4. Stinking Cloud: Nauseating vapors, 1 round/level. 5. Cloudkill: Kills 3 HD or less; 4–6 HD save or die. 6. Acid Fog: Fog deals acid damage. 7. Poisoned Gale: Poisonous cloud (10 ft. wide, 10ft. high) emanating out from you to the extreme of the range 8. Incendiary Cloud: Cloud deals 4d6 fire damage/round. 9. Wind Trap: Prepare a magical wind trap to spring on specified conditions.
Worshippers: Fire, Sun. Class Skill: Sense Motive. Weapon: Warhammer. Granted Power: Once per day as a standard action you can burn all creatures within 30 ft. who intentionally tell a lie (it must be a falsehood, not a half–truth or incomplete information), dealing 1d6 fire damage/3 cleric levels. This power lasts for 1 minute. Each creature can only be damaged once, regardless of how many lies they tell. This granted power is a supernatural ability.
Light’s Revelation Domain Spells 1. Detect Secret Doors: Reveals hidden doors within 60 ft. 2. Zone of Truth: Subjects within range cannot lie. 3. Invisibility Purge: Dispels invisibility within 5 ft./level. 4. Discern Lies: Reveals deliberate falsehoods. 5. True Seeing: See all things as they really are. 6. Find the Path: Shows most direct way to a location. 7. Legend Lore: Learn tales about a person, place or thing. 8. Discern Location: Exact location of creature or object. 9. Foresight: “Sixth sense” warns of impending danger.
Worshippers: Rain, Water. Class Skill: Swim. Weapon: Trident. Granted Power: Once per day you can stabilize all dying creatures within a 60 ft. radius centered on you. This granted power is a supernatural ability.
Living Waters Domain Spells 1. Clear Water: Doubles the benefit of water. 2. Fog Cloud: Fog obscures vision. 3. Worm’s Breath: Subjects can breath underwater, in silt or earth. 4. Pact of WaterF: Seal a pledge between willing creatures. 5. Sweet Water: Enhances water with life–preserving properties. 6. Awaken Water Spirits: Gives sentience to a body of natural water. 7. Waters of LifeM: Absorb another creature’s ailments. 8. Flash Flood: Conjures a flood. 9. Heal, Mass: As heal, but with several subjects.
Worshippers: Earth, Magma. Class Skill: Climb. Weapon: Heartpick. Granted Power: You do not suffer armor check penalties and encumbrance penalties to Climb checks. You may use a turn attempt to rebuke, commands, or bolster earth creatures as an evil cleric rebukes undead.
Mountain’s Fury Domain Spells 1. Magic Stone: Three stones gain +1 attack, deal 1d6+1 damage. 2. Heat Metal: Hot metal damages those who touch it. 3. Spike Stones: Creatures in area take 1d8 damage, may be slowed. 4. Oil Spray: A fountain of flammable oil gushes from the ground. 5. Repel Metal or Wood: Pushes away metal or wooden objects. 6. Flesh to Stone: Turns subject creature into statue. 7. Earthquake: Intense tremor shakes 5 ft./level radius. 8. Magma Tunnel: Tunnels through solid rock. 9. FissureM: Opens a volcanic fissure in natural stone.
Worshippers: Air. Class Skill: Listen. Weapon: Skyhammer. Granted Power: You cannot be deafened or stunned by sonic spells or abilities. Turn or destroy air creatures like a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. This granted power is a supernatural ability.
Rolling Thunder Domain Spells 1. Command: One subject obeys one–word command for one round. 2. Sound Burst: Deals 1d8 sonic damage to subjects; may stun them. 3. Wind Wall: Deflects arrows, smaller creatures, and gases. 4. Shout: Deafens all within cone and deals 2d6 damage. 5. Command, Greater: As command, but affects one subject/level. 6. Power Word, Stun: Stuns creatures up to 150 hp. 7. Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects. 8. Power Word, Blind: Blinds 200 hp worth of creatures. 9. Power Word, Kill: Kills one tough subject or many weak ones.
Worshippers: Earth. Class Skill: Ride. Weapon: Lasso. Granted Power: Rebuke, command, or bolster a vermin as an evil cleric rebukes undead. This granted power is a supernatural ability.
Ruinous Swarm Domain Spells 1. Animal Messenger: Sends a Tiny animal to a specific place. 2. Summon Swarm: Summons swarm of small crawling of flying creatures. 3. Repel Vermin: Insects, spiders and other vermin stay 10 ft. away. 4. Giant Vermin: Turns insects into giant vermin. 5. Insect Plague: Insect horde limits vision, inflicts damage, and weak creatures flee. 6. Infestation: Tiny parasites infest creatures within area. 7. Creeping Doom: Carpet of insects attacks at your command. 8. Sympathy: Object or location attracts certain creatures. 9. Swarm of Anguish: Transforms you into a swarm of agony beetles.
Worshippers: Air, Water. Class Skill: Listen. Weapon: Forearm axe. Granted Power: You gain your cleric level in electricity resistance.
Sky Blitz Domain Spells 1. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). 2. Water Shock: Entraps water with electric charge. 3. Call Lightning: Calls down lightning bolts (3d6 per bolt) from the sky. 4. Quench: Extinguishes nonmagical fires or one magic item. 5. Lightning Storm: As call lightning, but 5d6 damage per bolt. 6. Control Weather: Changes weather in local area. 7. Chain Lightning: 1d6 damage/level; secondary bolts. 8. Liquid Lightning: Lightning strikes victim and first person to touch victim. 9. Water Light: Water within range emits light.
Worshippers: Fire. Class Skill: Intimidate. Weapon: Shortbow. Granted Power: Turn or destroy fire creatures like a good cleric turns undead. Rebuke, command, or bolster a fire creature as an evil cleric rebukes undead. This granted power is a supernatural ability.
Smoldering Spirit Domain Spells 1. Burning Hands: 1d4 fire damage/level (max: 5d4). 2. Pyrotechnics: Turns fire into blinding light or choking smoke. 3. Flame Arrow: Arrows deal +1d6 fire damage. 4. Blindscorch: Fire burns the face of one opponent. 5. Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold. 6. Delayed Blast Fireball: 1d6 fire damage/level; you can postpone blast for 5 rounds. 7. Elemental Storm: Deals 1d6 energy damage/level. 8. Incendiary Cloud: Could deals 4d6 fire damage/round. 9. Blazing Wreath: Shrouds you in elemental flame.
Worshippers: Air. Class Skill: Escape Artist. Weapon: Longbow. Granted Power: For a total time per day of 1 round per cleric level, you can act normally regardless of magical effects that impede movement as if you were affected by the freedom of movement spell. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability.
Soaring Spirit Domain Spells 1. Feather Fall: Objects or creatures fall slowly. 2. Spider Climb: Grants ability to walk on walls and ceilings. 3. Fly: Subject flies at speed of 60 ft. 4. Air Walk: Subject treads on air as if solid (climb at 45–degree angle). 5. Teleport: Instantly transports you as far as 100 miles/level. 6. Wind Walk: You and your allies turn vaporous and travel fast. 7. Teleport, Greater: As teleport, but no range limit and no off–target arrival. 8. Reverse Gravity: Objects and creatures fall upward. 9. Greater Elemental Chariot*: As elemental chariot, but with greater effects.
Worshippers: Silt. Class Skill: Tumble. Weapon: Master’s whip. Granted Power: Whenever you successfully strike with a whip, you can automatically attempt to grapple with it, as if you had the improved grab ability (MM 310).
Soul Slayer Domain Spells 1. Ray of Enfeeblement: Ray reduces Str by 1d6 points + 1 point/level. 2. Death Mark: Curses a target marked for death. 3. Death WhipF: Enhances a whip to deal Strength + Dexterity damage. 4. Black Tentacles: 1d4 +1/level tentacles grapple randomly within 15 ft. 5. Slay Living: Touch attack kills subject. 6. Harm: Deals 10 points/level damage to target. 7. Circle of Death: Kills 1d4/level HD of creatures. 8. Trap the Soul: Imprisons subject within gem. 9. Soul Bind: Traps newly dead soul to prevent resurrection.
Worshippers: Sun. Class Skill: Spot. Weapon: Dejada. Granted Power: You automatically succeed on Fortitude saves against heat caused by natural weather; your water consumption is treated as if you were continually in the shade.
Sun Flare Domain Spells 1. Color Spray: Knocks unconscious, blinds or stuns 1d6 weak creatures. 2. Daylight: 60–ft. radius of bright light. 3. Searing Light: Ray deals 1d8/two levels, more against undead. 4. Rainbow Pattern: Lights prevent 24HD of creatures from attacking or moving away. 5. Air Lens: Directs intensified sunlight at foes within range 6. Sunbeam: Beam blinds and deals 4d6 damage. 7. Prismatic Spray: Rays hit subject with a variety of effects. 8. Incendiary Cloud: Cloud deals 4d6 fire damage/round. 9. Prismatic Wall: Wall’s colors have array of effects.